ViewRender was removed, which means we can't get the render engine for files saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee and set the engine to that. A fix included with this is that .blend thumbails now draw with Clay mode, and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should be very fast and not e.g. load heavy image textures. Differential Revision: https://developer.blender.org/D3156
320 lines
11 KiB
Python
320 lines
11 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Panel, Menu
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from bpy.app.translations import pgettext_iface as iface_
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class FLUID_MT_presets(Menu):
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bl_label = "Fluid Presets"
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preset_subdir = "fluid"
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preset_operator = "script.execute_preset"
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draw = Menu.draw_preset
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class PhysicButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "physics"
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@classmethod
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def poll(cls, context):
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ob = context.object
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return (ob and ob.type == 'MESH') and context.engine in cls.COMPAT_ENGINES and (context.fluid)
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class PHYSICS_PT_fluid(PhysicButtonsPanel, Panel):
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bl_label = "Fluid"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw(self, context):
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layout = self.layout
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md = context.fluid
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fluid = md.settings
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col = layout.column()
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if not bpy.app.build_options.mod_fluid:
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col.label("Built without fluids")
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return
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col.prop(fluid, "type")
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if fluid.type not in {'NONE', 'DOMAIN', 'PARTICLE', 'FLUID', 'OBSTACLE'}:
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col.prop(fluid, "use")
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layout = layout.column()
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if fluid.type not in {'NONE', 'DOMAIN', 'PARTICLE', 'FLUID', 'OBSTACLE'}:
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layout.active = fluid.use
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if fluid.type == 'DOMAIN':
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# odd formatting here so translation script can extract string
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layout.operator("fluid.bake", text=iface_("Bake (Req. Memory: %s)") % fluid.memory_estimate,
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translate=False, icon='MOD_FLUIDSIM')
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if bpy.app.build_options.openmp:
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layout.prop(fluid, "threads", text="Simulation Threads")
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split = layout.split()
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col = split.column()
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col.label(text="Resolution:")
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col.prop(fluid, "resolution", text="Final")
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col.label(text="Render Display:")
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col.prop(fluid, "render_display_mode", text="")
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col = split.column()
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col.label()
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col.prop(fluid, "preview_resolution", text="Preview")
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col.label(text="Viewport Display:")
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col.prop(fluid, "viewport_display_mode", text="")
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split = layout.split()
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col = split.column()
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col.label(text="Time:")
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sub = col.column(align=True)
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sub.prop(fluid, "start_time", text="Start")
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sub.prop(fluid, "end_time", text="End")
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col.prop(fluid, "simulation_rate", text="Speed")
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col = split.column()
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col.label()
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sub = col.column(align=True)
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sub.prop(fluid, "use_speed_vectors")
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sub.prop(fluid, "use_reverse_frames")
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col.prop(fluid, "frame_offset", text="Offset")
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layout.prop(fluid, "filepath", text="")
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elif fluid.type == 'FLUID':
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split = layout.split()
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col = split.column()
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col.label(text="Volume Initialization:")
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col.prop(fluid, "volume_initialization", text="")
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col.prop(fluid, "use_animated_mesh")
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col = split.column()
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col.label(text="Initial Velocity:")
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col.prop(fluid, "initial_velocity", text="")
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elif fluid.type == 'OBSTACLE':
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split = layout.split()
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col = split.column()
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col.label(text="Volume Initialization:")
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col.prop(fluid, "volume_initialization", text="")
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col.prop(fluid, "use_animated_mesh")
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col = split.column()
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subsplit = col.split()
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subcol = subsplit.column()
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if fluid.use_animated_mesh:
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subcol.enabled = False
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subcol.label(text="Slip Type:")
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subcol.prop(fluid, "slip_type", text="")
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if fluid.slip_type == 'PARTIALSLIP':
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subcol.prop(fluid, "partial_slip_factor", slider=True, text="Amount")
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col.label(text="Impact:")
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col.prop(fluid, "impact_factor", text="Factor")
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elif fluid.type == 'INFLOW':
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split = layout.split()
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col = split.column()
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col.label(text="Volume Initialization:")
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col.prop(fluid, "volume_initialization", text="")
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col.prop(fluid, "use_animated_mesh")
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row = col.row()
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row.active = not fluid.use_animated_mesh
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row.prop(fluid, "use_local_coords")
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col = split.column()
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col.label(text="Inflow Velocity:")
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col.prop(fluid, "inflow_velocity", text="")
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elif fluid.type == 'OUTFLOW':
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col = layout.column()
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col.label(text="Volume Initialization:")
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col.prop(fluid, "volume_initialization", text="")
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col.prop(fluid, "use_animated_mesh")
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elif fluid.type == 'PARTICLE':
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split = layout.split()
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col = split.column()
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col.label(text="Influence:")
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col.prop(fluid, "particle_influence", text="Size")
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col.prop(fluid, "alpha_influence", text="Alpha")
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col = split.column()
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col.label(text="Type:")
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col.prop(fluid, "use_drops")
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col.prop(fluid, "use_floats")
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col.prop(fluid, "show_tracer")
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layout.prop(fluid, "filepath", text="")
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elif fluid.type == 'CONTROL':
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split = layout.split()
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col = split.column()
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col.label(text="")
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col.prop(fluid, "quality", slider=True)
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col.prop(fluid, "use_reverse_frames")
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col = split.column()
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col.label(text="Time:")
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sub = col.column(align=True)
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sub.prop(fluid, "start_time", text="Start")
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sub.prop(fluid, "end_time", text="End")
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split = layout.split()
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col = split.column()
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col.label(text="Attraction Force:")
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sub = col.column(align=True)
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sub.prop(fluid, "attraction_strength", text="Strength")
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sub.prop(fluid, "attraction_radius", text="Radius")
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col = split.column()
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col.label(text="Velocity Force:")
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sub = col.column(align=True)
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sub.prop(fluid, "velocity_strength", text="Strength")
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sub.prop(fluid, "velocity_radius", text="Radius")
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class PHYSICS_PT_domain_gravity(PhysicButtonsPanel, Panel):
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bl_label = "Fluid World"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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md = context.fluid
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return md and md.settings and (md.settings.type == 'DOMAIN') and context.engine in cls.COMPAT_ENGINES
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def draw(self, context):
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layout = self.layout
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fluid = context.fluid.settings
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scene = context.scene
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split = layout.split()
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col = split.column()
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if scene.use_gravity:
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col.label(text="Use Scene Gravity", icon='SCENE_DATA')
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sub = col.column()
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sub.enabled = False
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sub.prop(fluid, "gravity", text="")
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else:
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col.label(text="Gravity:")
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col.prop(fluid, "gravity", text="")
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if scene.unit_settings.system != 'NONE':
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col.label(text="Use Scene Size Units", icon='SCENE_DATA')
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sub = col.column()
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sub.enabled = False
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sub.prop(fluid, "simulation_scale", text="Meters")
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else:
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col.label(text="Real World Size:")
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col.prop(fluid, "simulation_scale", text="Meters")
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col = split.column()
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col.label(text="Viscosity Presets:")
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sub = col.row(align=True)
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sub.menu("FLUID_MT_presets", text=bpy.types.FLUID_MT_presets.bl_label)
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sub.operator("fluid.preset_add", text="", icon='ZOOMIN')
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sub.operator("fluid.preset_add", text="", icon='ZOOMOUT').remove_active = True
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sub = col.column(align=True)
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sub.prop(fluid, "viscosity_base", text="Base")
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sub.prop(fluid, "viscosity_exponent", text="Exponent", slider=True)
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col.label(text="Optimization:")
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col.prop(fluid, "grid_levels", slider=True)
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col.prop(fluid, "compressibility", slider=True)
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class PHYSICS_PT_domain_boundary(PhysicButtonsPanel, Panel):
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bl_label = "Fluid Boundary"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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md = context.fluid
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return md and md.settings and (md.settings.type == 'DOMAIN') and context.engine in cls.COMPAT_ENGINES
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def draw(self, context):
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layout = self.layout
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fluid = context.fluid.settings
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split = layout.split()
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col = split.column()
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col.label(text="Slip Type:")
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col.prop(fluid, "slip_type", text="")
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if fluid.slip_type == 'PARTIALSLIP':
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col.prop(fluid, "partial_slip_factor", slider=True, text="Amount")
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col.prop(fluid, "use_surface_noobs")
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col = split.column()
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col.label(text="Surface:")
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col.prop(fluid, "surface_smooth", text="Smoothing")
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col.prop(fluid, "surface_subdivisions", text="Subdivisions")
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class PHYSICS_PT_domain_particles(PhysicButtonsPanel, Panel):
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bl_label = "Fluid Particles"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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md = context.fluid
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return md and md.settings and (md.settings.type == 'DOMAIN') and context.engine in cls.COMPAT_ENGINES
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def draw(self, context):
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layout = self.layout
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fluid = context.fluid.settings
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row = layout.row()
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row.prop(fluid, "tracer_particles", text="Tracer")
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row.prop(fluid, "generate_particles", text="Generate")
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classes = (
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FLUID_MT_presets,
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PHYSICS_PT_fluid,
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PHYSICS_PT_domain_gravity,
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PHYSICS_PT_domain_boundary,
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PHYSICS_PT_domain_particles,
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)
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if __name__ == "__main__": # only for live edit.
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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